Overview
Toyotomi Hideyoshi is a grappler with high damage and health with some more benefits not common among other grapplers.
- Traditional Grappler Strengths: Hideyoshi has the highest health in the game as well as high damage.
- OK Mobility: Unlike most grapplers his mobility is not that bad.
- Amazing Anti-Air: Hideyoshi has the best anti-air in the game with 623B which has a big hitbox that leads into damaging combos.
- Massive: Hideyoshi is one of the biggest characters in the game making him susceptible to instant overheads and infinites that only work on him along with making him struggle in neutral.
- RNG:Hideyoshi's combos have some RNG involved which can make some links tighter as well as having one infinite dependent on RNG.
Normal Moves
5A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 7 | 3 | 8 | -2 | 33 | 1 |
5B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 12 | 2 | 15 | -4 | 65 | 3 |
5C
2A
2B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 9 | 2 | 12 | +5 | 60 | 4 |
2C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 14 | 3 | 21 | -5 | 72 | 5 |
6B
j.A
j.B
j.C
Universal Mechanics
Ground Throw
6C or 4C
Air Throw/Aerial Spike
j.6C or j.4C or j.2C after Aerial Attack
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Throw | 4 | 1 | 3 | 95 |
Blowback Attack
5B+C (Hold OK)
Aerial Attack
2B+C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 20 | 6 | 12 | -9 | 70 |
Guard Cancel
6B+C while blocking
Reinforcements
5E
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
5E Lv1 | Mid | 26 | 4 | 73 | 28 | 2 | |
5E Lv2 | Mid | 27 | 6 | 96 | 57 | 3 | |
5E Lv3 | Mid | 27 | 6 | 96 | 98 |
2E
Special Moves
Kaijin Ranka
236A or 236B
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
236A | Throw | 19 | 13 | 37 | 69 | 5 | |
236B | Throw | 18 | 13 | 37 | 69 | 5 |
Upon inputting the move, Hideyoshi rushes forward into a command grab. This move goes almost fullscreen. 236A only hits the opponent if they are standing and 236B only hits the opponent if they are crouching. Both are hit grabs and are vital moves for Hideyoshi's combo game. The high the opponent is when they are thrown is slightly random which can effect some combos.
On Maeda only, after you do 236A in the corner Maeda isn’t fully in the corner meaning that you can do an deep jump in and appear on the other side of him creating an left right mixup.Kyuu Teishi
236A/B > 4
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
236A~4 | Total 30 | ||||||
236B~4 | Total 30 |
Denshou Retsuki
214A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Unblockable | 3 | 1 | 20 | 40,8×4~0,30 | 4 |
Tenchi Sousou
623B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Unblockable | 16 | 19 | 28 | 0,98 | 4 |
Haja Shouten
214B~B~B~C
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
214B | Mid | 14 | 6(4)6 | 16 | -13 | 30x2 | 4 |
214B~B | Mid | 34 | 7~21 | 12 | -6 | 12×2~9 | 4 |
214B~B~C | Mid | 9 | 4 | 28 | -16 | 50 | 4 |
Ifuu Banjou
214C (Hold OK)
Basara Attacks
Enbu Gouha
214214C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Throw | 1+0 | 1 | 27 | 46 | 5 |
Kongou Hametsu
236236C (~E)
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
236236C | Mid | 1+10 | 3(14)2 | 28 | -14 | 40,44,130 | 4 |
236236C~E | 14+0 | 2 | 72 | Lv1: 26 Lv2: 42 Lv3: 63 |
Upon inputting, Hideyoshi will do a punch into an uppercut that sends the opponent away. After this, the opponent wakes up with a dizzy effect and Hideyoshi walks forward slowly. If Hideyoshi walks up to the opponent he will strike the opponent, doing a lot of damage. The opponent can try to mash out of the dizzy and if they are successful the super is cancelled. This move has super armor that goes through bursts throughout the entire duration of the super.
If done in the corner the super is guaranteed to land because the opponent will not have enough time to mash out. Although it always lands in the corner when the opponent is dizzy the combo counter and the combo scaling resets because the opponent technically left the combo even if the next hit is guaranteed. Meaning that when doing this super it always does unscaled damage and any combo after it has no scaling. This super is used heavily in infinites. You can use a well timed 5E to do an unscaled combo after the super. The reinforcement super is never used.Basara K.O.
Hadou Tenshou
2141236C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 1+15 | 6 | 108 | -95 | Fatal |
Colors
- This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.